Close Playing: Literary Methods and Videogame Studies (MLA 2012 Roundtable)

Pac ManI recently received word that my proposal for a roundtable on videogame studies was accepted for the annual Modern Language Association Convention, to be held next January in Seattle, Washington. I’m very excited for myself and my fellow participants: Ed Chang, Steve Jones, Jason Rhody, Anastasia Salter, Tim Welsh, and Zach Whalen. (Updated with links to talks below)

This roundtable is particularly noteworthy in two ways. First, it’s a departure from the typical conference model in the humanities, namely three speakers each reading twenty-minute essays at an audience, followed by ten minutes of posturing and self-aggrandizement thinly disguised as Q&A. Instead, each speaker on the “Close Playing” roundtable will briefly (no more than six minutes each) lay out opening remarks or provocations, and then we’ll invite the audience to a long open discussion. Last year’s Open Professoriate roundtable followed a similar model, and the level of collegial dialogue between the panelists and the audience was inspiring (and even newsworthy)—and I hope the “Close Playing” roundtable can emulate that success.

The second noteworthy feature of the roundtable is the topic itself. Videogames—an incredibly rich form of cultural expression—have been historically unrepresented, if not entirely absent from the MLA. I noted this silence in the midst of the 2011 convention in Los Angeles:

This is not to say there isn’t an interest in videogames at the MLA; indeed, I am convinced from the conversations I’ve had at the conference that there’s a real hunger to discuss games and other media forms that draw from the same cultural well as storytelling. Partly in the interest of promoting the critical study of videogames, and partly to serve as a successful model for future roundtable proposals (which I can assure you, the MLA Program Committee wants to see more of), I’m posting the “Close Playing” session proposal here (see also the original CFP).

We hope to see you in Seattle in January!


CLOSE PLAYING: LITERARY METHODS AND VIDEOGAME STUDIES

(As submitted to the MLA Program Committee
for the 2012 conference in Seattle, Washington)

Nearly fifteen years ago a contentious debate erupted in the emerging field of videogame studies between self-proclaimed ludologists and the more loosely-defined narratologists. At stake—or so it seemed at the time—was the very soul of videogame studies. Would the field treat games as a distinct cultural form, which demanded its own theory and methodology? Or were videogames to be considered “texts,” which could be analyzed using the same approaches literary scholars took to poetry, drama, and fiction? Were games mainly about rules, structure, and play? Or did games tell stories and channel allegories? Ludologists argued for the former, while many others defended the latter. The debate played out in conferences, blogs, and the early issues of scholarly e-journals such as Game Studies and Electronic Book Review.

In the ensuing years the debate has dissipated, as both sides have come to recognize that no single approach can adequately explore the rich and diverse world of videogames. The best scholarship in the field is equally attune to both the formal and thematic elements of games, as well as to the complex interplay between them. Furthermore, it’s become clear that ludologists mischaracterized literary studies as a strictly New Critical endeavor, a view that woefully overlooks the many insights contemporary literary scholarship can offer to this interdisciplinary field.

In the past few years scholars have begun exploring the whole range of possible literary approaches to games. Methodologies adopted from reception studies, reader-response theory, narrative theory, critical race and gender theory, queer studies, disability studies, rhetoric and composition, and textual studies have all contributed in substantive ways to videogames studies. This roundtable will focus on these contributions, demonstrating how various methods of literary studies can help us understand narrative-based games as well as abstract, non-narrative games (for example, Tetris). And as Jameson’s famous mantra “always historicize” reminds us, the roundtable will also address the wider social and historical context that surrounds games.

This topic is ideally suited for a roundtable format (rather than a panel of three papers) precisely because of the diversity of approaches, which are well-represented by the roundtable participants. Moreover, each presenter will limit his or her opening remarks to a nonnegotiable six minutes, focusing on the possibilities of one or two specific methodologies for close-reading videogames, rather than a comprehensive close reading of a single game. With six presenters, this means the bulk of the session time (roughly thirty-five minutes) will be devoted to an open discussion, involving both the panel and the audience.

“Close Playing: Literary Methods and Videogame Studies” will appeal to a broad swath of the MLA community. While many will find subject of videogames studies compelling enough by itself, the discussion will be relevant to those working in textual studies, media studies, and more broadly, the digital humanities. The need for this roundtable is clear: as we move toward the second decade of videogames studies, the field can no longer claim to be an emerging discipline; the distinguished participants on this panel—with the help of the audience—will survey the current lay of the land in videogame studies, but more importantly, point the way forward.

Moderator
Mark Sample, George Mason University

Participants (updated with links to talks)

 

[Pac Man photo courtesy of Flick user joyrex / Creative Commons Licensed]

Time: The High Cost of Commuting

Sad Face, by NikoClasses are over, final projects are coming in, and I’ve just wrapped up another year of my high-flying, jet-setting lifestyle. Which is just a sexier way of saying I commute. Which is just shorthand for: every Tuesday I wake up at 5am, drive 30 miles to Charlotte Douglas International Airport, fly at dawn to Washington Dulles International Airport, get myself over to George Mason’s campus, where I teach, advise, write, collaborate, work, eat, and occasionally sleep until Thursday at 7:45pm, when I fly back to Charlotte, making it home in the best of times by 10:30pm. And then I repeat the following week. And the week after that. And so on.

Minus one year my wife was on sabbatical from her institution, when we moved the entire family up to Fairfax, and minus another year when I was half on sabbatical and half on personal leave, I’ve been doing this Tuesday through Thursday commute since 2005. It seems that every year I attempt to make sense of commuting in a new way. Last year I tried to be practical about it. Another year I tried to be funny. Once I wrote poems assembled from the caution signs on airplane wings.

This year I’m simply going to be honest.

The commute is costing me the one treasure I can never get back: time.

Friends, families, and colleagues often say to me, You’re away from home two nights a week? That’s not so bad. It could be a lot worse.

Dear friends, families, and colleagues: this is the worst possible thing you could say to me, my wife, or my children.

Two nights a week? It could be a lot worse.

To those who mean well but nevertheless end up minimizing the difficulty of my weekly commute, let me do some math for you.

I have two semesters. Each semester is fifteen weeks long. I’m away from my family three days and two nights every single one of those weeks. Throw in a couple of other nights when I’ve had to be away for flight cancellations, extra travel time, and extraordinary commitments bringing me to campus early or keeping me late. Add it up, and I’ve been away from my home just over ninety days and sixty nights since August 2010.

Now look me in the eye and try to minimize the pain and sorrow of missing two months of my sons’ lives. Three months, if you count the days. Three months is hard enough to be apart from my wife, but we’re adults, and we made the decision together to be an academic commuter couple, at least for a while. But three months means something entirely different when children are involved, a four- and six-year-old, making great physical, cognitive, and social leaps in a matter of weeks—even in a matter of days. Imagine missing crucial milestones, the kind we usually celebrate with hugs and kisses, joy and smiles. Imagine leaving behind your most cherished loved ones two or three months out of every year. Compound this absence by four, the number of years I’ve had to travel, and I’ve missed an entire year of my children’s daily lives. A year when I was not there.

Certainly there are people who are away from their families more than I am. Soldiers on extended tours of duty, businessmen and women traveling across the globe. Diplomats, spies, the pilots of the planes themselves. But I am neither making a sacrifice in the name of my country nor earning a generous salary that allows me to buy figments of happiness. I’m a poor English professor, teaching and studying words, images, and ideas.

That I love my career—working with kind and collegial people, teaching engaging and challenging courses— only makes the commute harder. Sweet as well as bitter. Several months ago, in the dead of winter, the bitterest time of the semester, I wrote on Twitter:[blackbirdpie url=”http://twitter.com/samplereality/statuses/33364830542893056″]

Now it’s spring, now it’s May. And there is the summer to rejuvenate, to be present. But the shadow of another semester already looms ahead, and my mind is soaked through even now with work and writing that calls me away from my family though I’m still home. The hard enough grows harder, and it never gets easy.

[Crazy Sad Face Drawing by my son, Niko]

Gamifying Gamification by Making It Less Gamely

Guard TowerIn a recent post on the group blog Play the Past, I wrote about the way torture-interrogation is often described by its proponents as a kind of game. I wrestled for a long time with the title of that post: “The Gamification of Interrogation.” Why? Because I oppose the general trend toward “gamifying” real world activities—mapping game-like trappings such as badges, points, and achievements onto otherwise routine or necessary activities.

A better term for such “gamification” is, as Margaret Robertson argues, pointsification. And I oppose it. I oppose pointsification and the gamification of life. Instead of “gamifying” activities in our daily life, we need to meanify them—imbue them with meaning. The things that we do to live, breathe, eat, laugh, love, and die, we need to see as worth doing in order to live, breathe, eat, laugh, love, and die. A leaderboard is not the path toward discovering this worthwhileness.

So, back to my title and what troubled me about it: “The Gamification of Interrogation.” I didn’t want this title to appear to be an endorsement of gamification. Perhaps the most cogent argument against both the practice of gamification and the rhetoric of the word itself comes from Ian Bogost, who observes that the contorted noun “gamification” acts as a kind of magic word, making “something seem easy to accomplish, even if it is in fact difficult.”

Ian proposes that we begin calling gamification what it really is. Because gamification seeks to “replace real incentives with fictional ones,” he argues that we call it “exploitationware”—a malevolent practice that exploits a user’s loyalty with fake rewards.

I’m skeptical that “exploitationware” will catch on, even among the detractor’s of gamification. It doesn’t exactly roll off the tongue. Its five syllables are so confrontational that even those who despise gamification might not be sympathetic to the word. Yet Ian himself suggests the way forward:

[quote]the best move is to distance games from the concept [of gamification] entirely, by showing its connection to the more insidious activities that really comprise it.[/quote]

And this is where my title comes in. I’ve connected gamification to an insidious activity, interrogation. I’m not trying to substitute a more accurate word for gamification. Rather, I’m using “gamification,” but in conjunction with human activities that absolutely should not be turned into a game. Activities that most people would recoil to conceive as a game.

The gamification of torture.

The gamification of radiation poisoning.

The gamification of child pornography.

This is how we disabuse the public of the ideology of gamification. Not by inventing another ungainly word, but by making the word itself ungainly. Making it ungamely.

Prison Tower Barb photo courtesy of Flickr user Dana Gonzales / Creative Commons License]

“A Very Kind and Peaceful People”: Geronimo and the World’s Fair

(Exactly ten years ago this week I turned in my last graduate seminar paper, for a class on late 19th and early 20th century American literature taught by the magnificent Nancy Bentley. The paper was about the 1904 World’s Fair and Geronimo, a figure I’ve been thinking about deeply since Sunday night. Because of the strange resonances between the historical Geronimo and the code name for Osama Bin Laden, I’ve posted that paper here, hoping it helps others to contextualize Geronimo, and to acknowledge his own voice.)

[blackbirdpie id=”65397976142585856″] [heading]”A Very Kind and Peaceful People”:

Geronimo and the World’s Fair[/heading] [quote]St. Louis had an “Exposition” in 1904. Of course, Geronimo was there, was becoming a permanent exposition exhibit, basking in hero-worship, selling postcards, bows and arrows, putting money in his pockets.[/quote]

– The son of Indian agent John P. Clum, in the latter’s biography, Apache Agent[1. Woodworth Clum, Apache Agent: The Story of John P. Clum (1936; Lincoln: University of Nebraska Press, 1978), p. 291.]

Geronimo (Guiyatle)---Apache, by F. A. Rinehart, Omaha, 1898. Courtesy of Western History/Genealogy Department, Denver Public Library.

Nearly twenty years after he had surrendered for the last time and became a permanent prisoner of war at Fort Sill, Oklahoma, instead of a renegade Indian whose name struck terror in the hearts of Americans and Mexicans alike across the Southwest, the Chiricahua Apache leader Geronimo attended, or rather, appeared at the 1904 St. Louis World’s Fair. Also known as the Louisiana Purchase Exposition—the event commemorated “the greatest peaceable acquisition of territory the world has known”[2. This ironic claim, considering the genocide that followed the United States’ takeover of the territory, was made by James W. Buel, Louisiana and the Fair: An Exposition of the World, Its People and Their Achievements, vol. 1, 10 vols. (Saint Louis: World’s Progress Publishing Company, 1904), p. 7.]—the Fair devoted a number of exhibits to traditional Native American culture, including an “Apache Village” that had been constructed along the midway.

There under the strict supervision of the War Department was Geronimo, nestled between a stall of Pueblo women pounding corn and a group of Indian pottery makers. Here the seventy-five-year-old war chief sat in his own booth, making bows and arrows and selling signed photographs of himself for as much as two dollars apiece.[3. Angie Debo, Geronimo: The Man, His Time, His Place (Norman: University of Oklahoma Press, 1976), pp. 410-412.] Two interpretations of Geronimo’s participation in the Louisiana Purchase Exposition have long prevailed. On the one hand, Geronimo is derided as a self-serving scoundrel, “basking in hero-worship,” whose fame, or more appropriately, whose infamy had been earned at the expense of the blood of dozens of American settlers and soldiers. This is the view Woodworth Clum adopts in Apache Agent, the biography he writes of his father, who was once the acting governor of the New Mexico Territory and an Indian agent who had negotiated with the Apaches.

On the other hand, Geronimo is celebrated as a hero, a noble warrior from a lost age, one who has successfully and with dignity (and business acumen) assimilated into American society. It is fascinating that while both of these views presume some form of agency on Geronimo’s part, they take for granted that Geronimo is present at the Fair as an attraction, a crowd-pleasing museum piece. Neither of these views take into account what that museum piece himself might have thought about his experiences at the Exposition. What happens when the attraction talks back? What happens when one exhibit walks among other exhibits and comments upon them? What happens when Geronimo the fiend and Geronimo the hero give way to Geronimo the spectator? In the brief essay that follows I hope to tentatively answer these questions by setting in dialogue with each other two collections of texts: the first, what was written about Native American exhibits at the St. Louis World’s Fair and other spectacles like it by the events’ organizers and contemporary journalists and visitors; and the second, Geronimo’s own life story, taken down in 1906, in which he offers his account of what he did and what he saw at the Louisiana Purchase Exposition.

Native Americans on display

The display of Native Americans as exotic curiosities or specimens of a disappearing culture was of course nothing new by the time of the St. Louis World’s Fair. A half century earlier P. T. Barnum was one of the first “curators” of such displays. In his Struggles and Triumphs Barnum remembers one exhibit of American Indians from the “far West” that demonstrates his consummate showmanship, in which he transforms a group of Indian chiefs into museum pieces supposedly without their even realizing it. Capitalizing on the language barrier between the chiefs and himself, Barnum “convinces” the Indians that visitors to his American Museum in New York are there to honor the Indians. The chiefs appear to be pleased with this news and they welcome the endless, seemingly adoring crowds who come to pay them “respect.” The success of the exhibit depends upon the Indians remaining ignorant—or at least acting ignorant—of the museum’s true function. “If they suspected that your Museum was a place where people paid for entering,” the Indian’s interpreter tells Barnum, “you could not keep them a moment after the discovery”[4. P. T. Barnum, Struggles and triumphs; or, Forty Years’ Recollections of P. T. Barnum (Buffalo: Courier Company, 1882), p. 214.]—a claim that heightened the audience’s sense of witnessing savagery from a position of safety.

The language barrier worked to Barnum’s advantage especially when he introduced one Kiowa chief, Yellow Bear, to the audience. Smiling and genially patting Yellow Bear on the shoulder, Barnum “pretended to be complimenting him to the audience” when he was in fact saying the opposite:

[Yellow Bear] has killed, no doubt, scores of white persons, and he is probably the meanest, black-hearted rascal that lives in the far West. […] If the blood-thirsty little villain understood what I was saying, he would kill me in a moment; but as he thinks I am complimenting him, I can safely state the truth to you, that he is a lying, thieving, treacherous, murderous monster. He has tortured to death poor, unprotected women, murdered their husbands, brained their helpless little ones; and he would gladly do the same to you or to me, if he though he could escape punishment.[5. Ibid., pp. 215-216.]

The incongruity of Barnum’s inflammatory words and his affectionate manner creates a humorous effect for his readers, if not for those in attendance at the museum, and establishes a pattern to how Native American “savages” would be described to the masses for generations to come.

Though the problem of translation is one with which Geronimo would have to contend, in more subtle ways, when he told his own life story, later exhibits of American Indians did not depend upon gross misrepresentations of which those being represented were supposedly unaware. Instead, the exhibits relied on the ready complicity of Native Americans. Spectacles like Buffalo Bill’s Wild West Show and his competitors, which were immensely popular from the 1880s through the 1920s, actively sought out willing Native Americans, including Geronimo. And many of the traits Barnum attributed to Yellow Bear—lying, thieving, treachery—were said of Geronimo as well. After the 1904 World’s Fair Geronimo briefly joined Pawnee Bill’s Wild West show (again, with the permission of the U. S. government, since he was still technically a prisoner of war). Geronimo’s act, never mind that Apaches were not buffalo hunters like the Plains Indians, was to shoot a buffalo from a moving automobile. In a move reminiscent of Barnum, Pawnee Bill billed Geronimo for this performance as “The Worst Indian That Ever Lived.”[6. Paul Reddin, Wild West Shows (Urbana: University of Illinois Press, 1999), pp. 153, 161.]

And Geronimo went along with the billing. By 1904, the Apache warrior was a seasoned showman and knew how to sell himself (or how to avail himself to be sold by others). He had appeared at the Pan-American Exposition in 1901, and even earlier he was paraded at the 1898 Trans-Mississippi and International Exposition in Omaha, Nebraska.[7. Ibid., p. 161.] This expo was Geronimo’s debut, so to speak, his first time appearing in public as an attraction. Like the other Native Americans showcased in the exposition’s “Congress of American Indians,” Geronimo was subject to the crowd’s immense curiosity. According to Overland Monthly magazine, the “Congress of American Indians” was organized with a very specific goal in mind:

to present the different Indian tribes and their primitive modes of living; to reproduce their old games and dances; compare the varied and characteristic style of dress; illustrate their strange customs; recall their almost forgotten traditions; prove their skill in bead embroidery, basket-weaving, and pottery; and most important of all, to afford a comparison of the various tribes and a study of their characteristic and tribal traits.[8. Mary Alice Harriman, “The Congress of American Aborigines at the Omaha Exposition,” Overland Monthly 33 (1898), p. 506.]

The American Indians are specimens whose function is to “illustrate” strange customs yet enable distinctions to be made between the different tribes. In other words, the Indian is static, reified, deserving not so much of respect as scholarship. These representatives of a “fast-dying race,” stereotypically associated with “primitive” crafts like embroidery and pottery, are made all the more striking when juxtaposed against the modern architectural and engineering feats displayed at the exposition. “The Indian,” declared Overland Monthly, “will always be a fascinating object.”[9. Ibid., p. 507.] Indeed, nearly every page of the report in Overland Monthly is accompanied by a photograph of a notable Native American, often deliberately posing for the camera. On the first page is a portrait of the aged Geronimo, shot by the official photographer of the Trans-Mississippi Exposition and Indian Congress, F. A. Rinehart. Described as having a “deeply wrinkled face, scarred and seamed with seventy years of treachery and cunning,” Geronimo stands as a nostalgic reminder of the Apache wars two decades earlier, a nostalgia that further reduces the Indian into an object, a memento.[10. Ibid., p. 510.]

Paul Greenhalgh argues in Ephemeral Vistas, his study of late nineteenth and early twentieth century expositions and world’s fairs, that this process of objectification depended upon a blurring between entertainment and education:

Between 1889 & 1914, the exhibitions [the expositions and world’s fairs] became a human showcase, when people from all over the world were brought to sites in order to be seen by others for their gratification and education. […] Through this twenty-five year period it would be no exaggeration to say that as items of display, objects were seen to be less interesting than human beings, and through the medium of display, human beings were transformed into objects.[11. Paul Greenhalgh, Ephemeral Vistas: A History of the Expositions Universelles, Great Exhibitions and World’s Fairs, 1851-1939 (New York: St. Martin’s Press, 1988), p. 82.]

Surely Greenhalgh had in mind, among other examples, the representation of Native Americans as they appeared at the Omaha Exposition of 1898 and the St. Louis Exposition in 1904. Evidence abounds that “human beings were transformed into objects” at both events. According to David R. Francis, the former governor of Missouri and chairman of the St. Louis Exposition’s executive committee, Geronimo “illustrated at once a native type and an aboriginal personage of interest alike to special students and passing throngs of visitors.”[12. David R. Francis, The Universal Exposition of 1904 (St. Louis: Louisiana Purchase Exposition Company, 1913), p. 529.] Geronimo, according to this formulation, is a “type,” which scholars and tourists alike can find interest in, providing the turn-of-the-century equivalent of edutainment.

Perhaps “edutainment” is too light a word, for it glosses over the complex power relations at work in Native American exhibitions. Linking the open displays of Native Americans in expositions like St. Louis with the more insidious Foucauldian panopticons that structured modern prisons, the historian Jo Ann Woodsum reasons,  “As in the panopticon, the person(s) on display are under constant surveillance and therefore participate in their own discipline before the omnipresent gaze of the colonial eye.” Woodsum concludes that “Americans could gaze on their vanquished enemies [the Indians] with a twofold purpose. First, to acknowledge their triumph over a terrible obstacle on the road to progress. Second, as a way of reconciling the bloody nature of that triumph of empire with the foundation of the country as a democratic republic.”[13. Jo Ann Woodsum, “‘Living Signs of Themselves’: A Research Note on the Politics and Practice of Exhibiting Native Americans in the United States at the Turn of the Century,” UCLA Historical Journal 13 (1993), pp. 114-118.] The displays, Woodsum suggests, patch over an enormous ideological rift in American history. Indeed, there is a redemptive element to the fair, but in the case of Geronimo, I would argue, what is redeemed is not the nation, but the native. “Here,” Francis writes in The Universal Exposition of 1904, the official account of the St. Louis event, “the once bloody warrior Geronimo completed his own mental transformation from savage to citizen and for the first time sought to assume both the rights and the responsibilities of the high stage.”[14. Francis, p. 529.] The exposition was nothing less than the means through which Geronimo, whose name was once invoked as a kind of bogeyman, became the paragon of citizenship.[15. Consider what one pioneer’s granddaughter recalls: “When my mother was growing up, people said to their children, ‘If you don’t behave, Geronimo will get you.’” Quoted in C. L. Sonnichsen, “From Savage to Saint: A New Image for Geronimo,” Journal of Arizona History 27 (1986), p. 8.]

Samuel M. McCowan, the superintendent of the Chilocco Indian Training School in Oklahoma who became the director of the St. Louis Indian exhibits, had wished to present examples of Indian industry from tribes as diverse as Navajo, Pueblo, Apache, and Sioux. These Native Americans who sold their “native” crafts—pottery, beads, baskets, blankets, buckskins, silver jewelry—stood in sharp contrast to Geronimo, who sat in his booth signing photographs and hawking souvenirs (like the buttons taken from his coat, of which he had a curiously large supply).[16. Debo, pp. 400-405.] McCowan initially had felt that Geronimo was “no more than a blatant blackguard, living on a false reputation,” but he arranged for the Chiricahua Apache to visit the fair anyway, since his presence would guarantee a large crowd for the more educational aspects of the Indian exhibit.[17. Robert A. Trennert, “A Resurrection of Native Arts and Crafts: The St. Louis World’s Fair, 1904,” Missouri Historical Review 87 (1993), pp. 286-288.] As Geronimo’s time at the Fair came to a close, however, even McCowan changed his mind about Geronimo. McCowan almost gushes as he reports back to the army captain responsible for guarding the Apache warrior in Oklahoma:

He really has endeared himself to whites and Indians alike. With one or two exceptions, when he was not feeling well, he was gentle, kind and courteous. I did not think I could ever speak so kindly of the old fellow whom I have always regarded as an incarnate fiend. I am very glad to return him to you in as sound and healthy condition as when you brought him here.[18. Debo, p. 415.]

Geronimo, redeemed through his budding civility (not to mention his newfound interest in capitalism), impressed McCowan just as he impressed so many other visitors. As one Arizona visitor to the Louisiana Purchase Exposition remarked, Geronimo “had been tamed and looked alright.”[19. Robert A. Trennert, “Fairs, Expositions, and the Changing Image of Southwestern Indians, 1876-1904,” New Mexico Historical Review 62 (1987), p. 146.] Two decades earlier that same visitor from the Southwest might have been clamoring for Geronimo’s hanging. These changes in attitude of those around him are the virtues of converting “from savage to citizen.”

Geronimo the Reader and Spectator

 

[quote]When people first came to the World’s Fair they did nothing but parade up and down the streets. When they got tired of this they would visit the shows. There were many strange things in these shows.[/quote]

– Geronimo, describing his experience at the 1904 St. Louis World’s Fair [20. Geronimo and S. M. Barrett, Geronimo: His Own Story, ed. Frederick Turner (1906; New York: Meridian-Penguin, 1996), p. 156.]

But what did Geronimo think about all this? We can begin to hazard some guesses because Geronimo told us in the most subtle of ways. In 1905, back in custody at Fort Sills, Geronimo agreed to tell S. M. Barrett, a school superintendent from a nearby town, his life story. “Each day,” Barrett recalls, “he had in mind what he would tell and told it in a very clear, brief manner. […] Whenever his fancy led him, there he told whatever he wished to tell and no more.” Geronimo controlled what was said, how it was said, and when it was said. When asked a question after the first interview session, Geronimo simply responded, “Write what I have spoken.”[21. Ibid., p. 41.] Refusing to speak if a stenographer was present, Geronimo crafted an autobiography which is the legacy of an oral tradition. Doubly so—since he told his story to an interpreter, Asa Daklugie, who then told it to Barrett, at which point the story was put down in writing. Geronimo speaks, but someone else writes.[21. The relationship between Geronimo’s orality and literacy would make for a very interesting case study. Geronimo was illiterate, yet there was one word which Geronimo could write: his signature, a line of clumsy block letters G-E-R-O-N-I-M-O, which he autographed his photographs with.] The manuscript was then submitted for approval to the War Department, whose Secretary had found that “there are a number of passages which, from the departmental point of view, are decidedly objectionable.”[22. Geronimo and Barrett, p. 45.] It was only after President Roosevelt approved the manuscript in 1906 that this “autobiography” was published as Geronimo’s Story of His Life (it has since been reissued as Geronimo: His Own Story).

Rarely has Geronimo’s Own Story been treated as a literary text. More often it has been read as a historical document, or as Barrett phrases it in his preface, “an authentic record of the private life of the Apache Indians.”[23. Ibid., p. 1.] One notable exception is John Robert Leo’s “Riding Geronimo’s Cadillac: His Own Story and the Circumstancing of Text.” Written in the late seventies in the heady days of American deconstructionism, the article is quite concerned with the construction of meaning through the aporia in the text. In one rather—and now, predicable—Derridean move, for example, Leo announces that “Geronimo is he whose meaning always is emerging.”[24. John Robert Leo, “Riding Geronimo’s Cadillac: His Own Story and the Circumstancing of Text,” Journal of American Culture 1 (1978), p. 820.] While what Leo means by this statement of différance is too complicated to trace out here, I do want to emphasize Leo’s point that despite the translations, transcribing, and censorship that His Own Story underwent, “a residue of Geronimo’s way of seeing comes through the repressive imprint of white textual authority.”[25. Ibid., p. 824.] In other words, Geronimo circumvents a repressive ideological textual apparatus in order to convey a reading of the dominant white culture that goes against the grain—what Stuart Hall calls an “oppositional reading,” a reading that “detotalizes the message in the preferred code in order to retotalize the message within some alternative framework of reference.”[26. Stuart Hall, “Encoding, Decoding,” The Cultural Studies Reader, ed. Simon During (New York: Routledge, 1993), p. 103.] Geronimo begins the chapter of His Own Story called “At the World’s Fair,” with just such an encoding:

When I was at first asked to attend the St. Louis World’s Fair I did not wish to go. Later, when I was told that I would receive good attention and protection, and that the President of the United States said that it would be all right, I consented.[27. Geronimo and Barrett, p. 155.]

What Geronimo does not say is that he did not wish to go because the government was only willing to pay $1 per day for appearing at the exposition, while a commercial promoter had offered Geronimo $100 per month. Once the government made it clear that Geronimo could only leave his compound at Fort Sill under the War Department’s terms, he acquiesced.[28. Trennert, “Native Arts and Crafts,” pp. 287-288; Debo, p. 410.] Or, as he phrased it, in way that puts the power back in his hands, “I consented.” Of course, Geronimo would receive “good attention and protection” during his trip—in other words, close supervision by government guards.

What allows Geronimo to decode the fair, revealing some of its absurdities and paradoxes and then re-encode his reading in an understated narrative that we ourselves must decode is his appreciation of the power of the printed word, a lesson learned during his warrior days of the 1880s. Geronimo demonstrates this awareness in a transcript of his March 25, 1886 parley with General Crook:

I do not want you [General Crook] to believe any bad papers about me. I want the papers sent you to tell the truth about me, because I want to do what is right. Very often there are stories put in the newspapers that I am to be hanged. I don’t want that any more. When a man tries to do right, such stories out not to be put in the newspapers. […] Don’t believe any bad talk you hear about me. The agents and the interpreter hear that somebody has done wrong, and they blame it all on me. Don’t believe what they say. […] I think I am a good man, but in the papers all over the world they say I am a bad man.”[29. Britton Davis, The Truth About Geronimo, ed. M. M. Quaife (New Haven: Yale University Press, 1929), pp. 202-203.]

Geronimo brought this understanding that “bad papers” tell “bad talk” to bear as he told Barrett his thoughts about his six months at the St. Louis World’s Fair, where, when he was not selling photographs and buttons or, as he did every Sunday, roping buffalo for delighted audiences in a Wild West show, he would himself venture to the shows. “There were,” Geronimo decided, “many strange things in these shows.”[30. Geronimo and Barrett, p. 156.] What follows in the rest of the chapter is the exhibition object par excellence, whom audiences come to gawk at, speaking about what he finds strange, what he finds alien about the fair. And Geronimo does so in such an understated way, focusing on seemingly unrelated shows, that we might wonder what underlying sentiments the old Apache hoped to convey in this narrative.

Of all the “many strange things” at the World’s Fair, of all the marvels and exhibits—the Exposition power plant, the Swiss chalet, the arc lighting, the hot air balloon races, the automobile showcase—what does Geronimo remember, or at least tell Barrett about? Most telling is that Geronimo recounts a number of acts which involve dissimulation. Watching two Turks brandishing scimitars in a sham battle, he “expected both to be wounded or perhaps killed, but neither one was harmed.” In another show a “strange-looking negro” sat bound in a chair, his hands tied behind his back. In a moment, the escape artist was free. Geronimo tells Barrett that “I do not understand how this was done. It was certainly a miraculous power, because no man could have released himself by his own efforts.” In the same vein, Geronimo witnesses a magic show, in which a variation of the classic trick of sawing a woman in half is performed. “I heard the sword cut through the woman’s body,” Geronimo recalls, “and the manager himself said she was dead; but when the cloth was lifted from the basket she stepped out, smiled, and walked off the stage.” The magic for Geronimo, as he tells it, lies not in the illusion that a woman’s body was sliced in half, but in how she healed. “I would like to know how she was so quickly healed,” Geronimo asks, “and why the wounds did not kill her.”[31. Geronimo and Barrett, p. 156.]

Men who fiercely fight and are not injured. A man who escapes the inescapable. A woman whose mortal wound disappears. I would venture that Geronimo is not simply dictating a chronological account of his wanderings through the midway, but is consciously, strategically constructing a discourse on power and the evasion of its effects. Perhaps Geronimo sees in the black escape artist who wrests himself free with “a miraculous power” a version of his own struggle against the repressive white world

A visit to a glassmaker likewise turns into a meditation on deception, authority, and control:

I had always thought that these things [glassware] were made by hand, but they are not. The man had a curious little instrument, and whenever he would blow through this into a little blaze the glass would take any shape he wanted it to. I am not sure, but I think that if I had this kind of an instrument I could make whatever I wished. There seems to be a charm about it. But I suppose it is very difficult to get these little instruments, or other people would have them.[32. Ibid., p. 160.]

Here Geronimo imagines what it would be like to “make whatever I wished,” a tantalizing power for one whose land and family were torn away from him a quarter of a century earlier. Geronimo recognizes the impossibility of such wishing, though, hinting that if such powers were readily available no one would want for anything. What it is that makes possessing “these little instruments” of power so very difficult is left unsaid—a striking silence in the text.

The conclusion of the chapter in His Own Story devoted to the World’s Fair is particularly stirring—and particularly coded. Geronimo, at the fair as a representative of one group of anthropological specimens, mentions an encounter with another group of anthropological specimens, “some little brown people” that United States troops had “captured recently on some islands far away from here.” These were Iggorrotes from the Philippines, about whom Geronimo had “heard that the President sent them to the Fair so they could learn some manners, and when they went home teach their people how to dress and how to behave.”[33. Ibid.] On the surface Geronimo appears to distance himself from these “brown people,” disavowing any similarities between his situation and theirs. But this is to ignore Geronimo’s next remark, in which he implicitly places himself in the same subject position as the Filipinos:

I am glad I went to the Fair. I saw many interesting things and learned much of the white people. They are a very kind and peaceful people.[32. Ibid., pp. 161-162.]

Just as the Iggorrotes were to learn how to dress and behave by observing whites, so too did Geronimo learn from the whites. I would argue that this closing passage is laced with irony. What exactly did Geronimo learn of the white people? Not of their technology, their engineering, their art—all on display at the Exposition—nor how to dress and how to behave. Rather, he learned of the mechanisms of power, of deception, of a feigned aggression which is merely a mask for real violence. Geronimo concludes that “had this [Exposition] been among the Mexicans I am sure I should have been compelled to defend myself often.”[33. Ibid., p. 162.] Surely this is an allusion to Geronimo’s earlier days, when he did have to defend himself against Mexicans, but also, unspoken here, against whites, who deceived Geronimo and his Apache band time and time again with their false promises and broken treaties.[34. I have not the space to present a detailed history of the Apache Wars and the various treaties and negotiations which pushed Geronimo and his tribe into a reservation system, but suffice it to say, that Geronimo himself covers this history earlier in His Own Story, especially pages 119-131, which makes Geronimo’s conclusion all that much more ironic.] A “very kind and peaceful people”? Hardly, if one adopts an oppositional reading, as Geronimo dryly does.

Bibliography

Barnum, P. T. Struggles and triumphs; or, Forty Years’ Recollections of P. T. Barnum. Buffalo: Courier Company, 1882.

Buel, James W. Louisiana and the Fair: An Exposition of the World, Its People and Their Achievements. Vol. 1. 10 vols. Saint Louis: World’s Progress Publishing Company, 1904.

Clum, Woodworth. Apache Agent: The Story of John P. Clum. 1936. Lincoln: University of Nebraska Press, 1978.

Davis, Britton. The Truth About Geronimo. Ed. M. M. Quaife. New Haven: Yale University Press, 1929.

Debo, Angie. Geronimo: The Man, His Time, His Place. Norman: University of Oklahoma Press, 1976.

Francis, David R. The Universal Exposition of 1904. St. Louis: Louisiana Purchase Exposition Company, 1913.

Geronimo, and S. M. Barrett. Geronimo: His Own Story. Ed. Frederick Turner. 1906. New York: Meridian-Penguin, 1996.

Greenhalgh, Paul. Ephemeral Vistas: A History of the Expositions Universelles, Great Exhibitions and World’s Fairs, 1851-1939. New York: St. Martin’s Press, 1988.

Hall, Stuart. “Encoding, Decoding.” The Cultural Studies Reader. Ed. Simon During. New York: Routledge, 1993. 90-103.

Harriman, Mary Alice. “The Congress of American Aborigines at the Omaha Exposition.” Overland Monthly 33 (1898): 505-512.

Leo, John Robert. “Riding Geronimo’s Cadillac: His Own Story and the Circumstancing of Text.” Journal of American Culture 1 (1978): 818-837.

Reddin, Paul. Wild West Shows. Urbana: University of Illinois Press, 1999.

Sonnichsen, C. L. “From Savage to Saint: A New Image for Geronimo.” Journal of Arizona History 27 (1986): 5-34.

Trennert, Robert A. “Fairs, Expositions, and the Changing Image of Southwestern Indians, 1876-1904.” New Mexico Historical Review 62 (1987): 127-150.

—. “A Resurrection of Native Arts and Crafts: The St. Louis World’s Fair, 1904.” Missouri Historical Review 87 (1993): 274-292.

Woodsum, Jo Ann. “‘Living Signs of Themselves’: A Research Note on the Politics and Practice of Exhibiting Native Americans in the United States at the Turn of the Century.” UCLA Historical Journal 13 (1993): 110-129.

Fall 2011 Course Description for ENGL 451: Science Fiction

Stelarc Third HandOften dismissed by its critics as low-brow pulp, science fiction is nonetheless a rich, dynamic literary genre which deserves our attention. In this class we will move beyond the stereotypes of science fiction in order to examine novels, stories, comics, films, and videogames that question the global commodification of culture, the fetishization of technology, and the dominant ideologies that structure race, gender, and class relations. Drawing upon works from North America, Europe, and Asia, we will ultimately challenge what counts as “human” in our increasingly inhuman world.

(Amplified Body Diagram courtesy of Stelarc, 1995)

The Poetics of Metadata and the Potential of Paradata (Revised)

I Have Learned So Much[This is the text, more or less, of the talk I delivered at the 2011 biennial meeting of the Society for Textual Scholarship, which took place March 16-18 at Penn State University. I originally planned on talking about the role of metadata in two digital media projects—a topic that would have fit nicely with STS’s official mandate of investigating print and digital textual culture. But at the last minute (i.e. the night before), I changed the focus of my talk, turning it into a thinly-veiled call for digital textual scholarship (primarily the creation of digital editions of print works) to rethink everything it does. (Okay, that’s an exaggeration. But I do argue that there’s a lot the creators of digital editions of texts should learn from born-digital creative projects.)

Also, it was the day after St. Patrick’s Day. And the fire alarm went off several times during my talk.

None of these events are related.]

The Poetics of Metadata and the Potential of Paradata
in We Feel Fine and The Whale Hunt

I once made fun of the tendency of academics to begin their papers by apologizing in advance for the very same papers they were about to begin. I’m not exactly going to apologize for this paper. But I do want to begin by saying that this is not the paper I came to give. I had that paper, it was written, and it was a good paper. It was the kind of paper I wouldn’t have to apologize for.

But, last night, I trashed it.

I trashed that paper. Call it the Danny Boy effect, I don’t know. But it wasn’t the paper I felt I needed to deliver, here, today.

Throughout the past two days I’ve detected a low level background hum in the conference rooms, a kind of anxiety about digital texts and how we interact with them. And I wanted to acknowledge that anxiety, and perhaps even gesture toward a way forward in my paper. So, I rewrote it. Last night, in my hotel room. And, well, it’s not exactly finished. So I want to apologize in advance, not for what I say in the paper, but for all the things I don’t say.

My original talk had positioned two online works by the new media artist Jonathan Harris as two complementary expressions of metadata. I had a nice title for that paper. I even coined a new word in my title.

Flashing Talk TitleBut this title doesn’t work anymore.

I have a new title. It’s a bit more ambitious.

New Title for the Poetics of Metadata

But at least I’ve still got that word I coined.

Paradata.

It’s a lovely word. And truth be told, just between you and me, I didn’t coin it. In the social sciences, paradata refers to data about the data collection process itself—say the date or time of a survey, or other information about how a survey was conducted. But there are other senses of the prefix “para” I’m trying to evoke. In textual studies, of course, para-, as in paratext, is what Genette calls the threshold of the text. I’m guessing I don’t have to say anything more about paratext to this audience.

But there’s a third notion of “para” that I want to play with. It comes from the idea of paracinema, which Jeffrey Sconce first described in 1996. Paracinema is a kind of “reading protocol” that valorizes what most audiences would otherwise consider to be cinematic trash. The paracinematic aesthetic redeems films that are so bad that they actually become worth watching—worth enjoying—and it does so in a confrontational way that seeks to establish a counter-cinema.

Following Sconce’s work, the videogame theorist Jesper Juul has wondered if there can be such a thing as paragames—illogical, improbable, and unreasonably bad games. Such games, Juul suggests, might teach us about our tastes and playing habits, and what the limits of those tastes are. And even more, such paragames might actually revel in their badness, becoming fun to play in the process.

Trying to tap into these three different senses of “para,” I’ve been thinking about paradata. And I’ve got to tell you, so far, it’s a mess. (And this part of my paper was actually a mess in the original version of my paper as well). My concept of paradata is a big mess and it may not mean anything at all.

This is what I have so far: paradata is metadata at a threshold, or paraphrasing Genette, data that exists in a zone between metadata and not metadata. At the same time, in many cases it’s data that’s so flawed, so imperfect that it actually tells us more than compliant, well-structured metadata does.

So let me turn now to We Feel Fine, a massive, ongoing digital databased storytelling project rich with metadata—and possibly, paradata.

We Feel Fine Logo

We Feel Fine is an astonishing collection of tens of thousands of sentences extracted from tens of thousands of blog posts, all containing the phrase “I feel” or “I am feeling.” It was designed by new media artist Jonathan Harris and the computer scientist Sep Kamvar and launched in May 2006.

The project is essentially an automated script that visits thousands of blogs every minute, and whenever the script detects the words “I feel” or “I am feeling,” it captures that sentence and sends it to a database. As of early this year, the project has harvested 14 million expressions of emotions from 2.5 million people. And the site has done this at a rate of 10,000 to 15,000 “feelings” a day.

Let me repeat that: every day approximately 10,000 new entries are added to We Feel Fine.

The heart of the project appears to be the multifaceted interface that has six so-called “movements”—six ways of visualizing the data collected by We Feel Fine’s crawler.

The default movement is Madness, a swarm of fifteen-hundred colored circles and squares, each one representing a single sentence from a blog post, a single “feeling.” The circles contain text only, while the squares include images associated with the respective blog post.

Madness Movement of We Feel Fine

The colors of the particles signify emotional valence, with shades of yellow representing more positive emotions, red signaling anger. Blue is associated with sad feelings, and so on. This graphic, by the way, comes from the book version of We Feel Fine.

Pie Chart from the We Feel Fine Book

The book came out in 2009. In it, Harris and Kamvar curate hundreds of the most compelling additions to We Feel Fine, as well as analyze the millions of blog posts they’ve collected with with extensive data visualizations—graphs, and charts, and diagrams.

Opening Montage to the We Feel Fine book

Data Visualizations from the We Feel Fine book

The book is an amazing project in and of itself and deserves its own separate talk. It raises important questions about archives, authorship, editorial practices, the material differences between a dynamic online project and a static printed work, and so on. I’ll leaves aside these questions right now; instead, I want to turn to the site itself. Let’s look at the Madness movement in action.

(And here I went online and interacted with the site. Why don’t you do that too, and come back later?)

(Also, right about here a fire alarm went off. Which, semantically, makes no sense. The alarm turned on, but I said it went off.)

(I can’t reproduce the sound of that particular fire alarm going off. I bet you have some sort of alarm on your phone or something you could make go off, right?)

(No? You don’t? Or you’re just as confused about on and off as I am? Then enjoy this short video intermission, which interrupts my talk, which I’m writing and which you’re reading, about as intrusively as the alarms interrupted my panel.)

(Okay. Back to my talk, which I’m writing, and which you’re reading.)

In the Madness movement you can click on any single circle, and the “feeling” will appear at the top of the screen. Another click on that feeling will drill down to the original blog post in its original context. So what’s important here is that a single click transitions from the general to the particular, from the crowd to the individual. You can also click on the squares to show “feelings” that have an image associated with them. And you have the option to “save” these images, which sends them to a gallery, just about the only way you can be sure to ever find any given image in We Feel Fine again.

Slide10 - The Madness Movement in We Feel Fine

At the top of the screen are are six filters you can use to narrow down what appears in the Madness movement. Working right to left, you can search by date, by location, the weather at that location at the time of the original blog post, the age of the blogger, the gender of the blogger, and finally, the feeling itself that is named in the blog post. While every item in the We Feel Fine database will have the feeling and date information attached to it, the age, gender, location, and weather fields are populated only for those items in which that information is publicly available—say a LiveJournal or Blogger profile that lists that information, or a Flickr photo that’s been geotagged.

What I want to call your attention to before I run through the other five movements of We Feel Fine is that these filters depend upon metadata. By metadata, I mean the descriptive information the database associates with the original blog post. This metadata not only makes We Feel Fine browsable, it makes it possible. The metadata is the data. The story—if there is one to be found in We Feel Fine—emerges only through the metadata.

You can manipulate the other five movements using these filters. At first, for example, the Murmurs movement displays a reverse chronological streaming, like movie credits, of the most recent emotions. The text appears letter-by-letter, as if it were being typed. This visual trick heightens the voyeuristic sensibility of We Feel Fine and makes it seem less like a database and more like a narrative, or even more to the point, like a confessional.

Murmurs Mode of We Feel Fine

The Montage movement, meanwhile, organizes the emotions into browsable photo galleries:

Montage Movement of We Feel Fine

By clicking on a photo and selecting save, you can add photos to a permanent “gallery.” Because the database grows so incredibly fast, this is the only way to ensure that you’ll be able to find any given photograph again in the future. There’s a strong ethos of ephemerality in We Feel Fine. To use one of Marie-Laure Ryan’s metaphors for a certain kind of new media, We Feel Fine is a kaleidoscope, an assemblage of fragments always in motion, never the same reading or viewing experience twice. We have little control over the experience. It’s only through manipulating the filters that we can hope to bring even a little coherency to what we read.

The next of the five movements is the Mobs movement. Mobs provides five separate data visualization of the most recent fifteen-hundred feelings. One of the most interesting aspects of the Mobs movement is that it highlights those moments when the filters don’t work, or at least not very well, because of missing metadata.

The Mobs Movement of We Feel Fine

For instance, clicking the Age visualizations tells us that 1,223 (of the most recent 1,500) feelings have no age information attached to them. Similarly, the Location visualization draws attention to the large number of blog posts that lack any metadata regarding their location.

Unlike many other massive datamining projects, say, Google’s Ngram Viewer, We Feel Fine turns its missing metadata into a new source of information. In a kind of playful return of the repressed, the missing metadata is colorfully highlighted—it becomes paradata. The null set finds representation in We Feel Fine.

The Metrics movement is the fourth movement. And it shows what Kamvar and Harris call the “most salient” feelings, by which they mean “the ways in which a given population differs from the global average.”

The Metrics Movement of We Feel Fine

Right now, for example, we see that “Crazy” is trending 3.8 times more than normal, while people are feeling “alive” 3.1 times more than usual. (Good for them!). Here again we see an ability to map the local against the global. It addresses what I see as one of the problems of large-scale data visualization projects, like the ones that Lev Manovich calls “cultural analytics.”

Ngram and the like are not forms of distant reading. There’s distant reading, and then there’s simply distance, which is all they offer. We Feel Fine mediates that distance, both visually, and practically.

(And here I was going to also say the following, but I was already in hot water at the conference for my provocations, so I didn’t say it, but I’ll write it here: Cultural analytics echo a totalitarian impulse for precise vision and control over broad swaths of populations.)

And finally, the Mounds movement, which simply shows big piles of emotion, beginning with whatever feeling is the most common at the moment, and moving on down the line towards less common emotions. The Mounds movement is at once the least useful visualization but also the most playful, with its globs that jiggle as you move your cursor over them.

The Mounds Movement in We Feel Fine

(Obviously you can’t see it above, in the static image but…) The mounds convey what game designers call “juiciness.” As Jesper Juul characterizes juiciness, it’s “excessive positive feedback in response to the player’s actions.” Or, as one game designer puts it, a juicy game “will bounce and wiggle and squirt…it feels alive and responds to everything that you do.”

Harris’s work abounds with juicy, playful elements, and they’re not just eye candy. They are part of the interface, part of the design, and they make We Feel Fine welcoming, inviting. You want to spend time with it. Those aren’t characteristics you’d normally associate with a database. And make no mistake about it. We Feel Fine is a database. All of these movements are simply its frontend—a GUI Java applet written in Processing that obscures a very deliberate and structured data flow.

The true heart of We Feel Fine is not the responsive interface, but the 26,000 lines of code running on 5 different servers, and the MySQL database that stores the 10,000 new feelings collected each and every day. In their book, Kamvar and Harris provide an overview of the dozen or so main components that make up We Feel Fine’s backend.

It begins with a URL server that maintains the list of URLs to be crawled and the crawler itself, which runs on a single dedicated server.

Pages retrieved by the crawler are sent to the “Feeling Indexer,” which locates the words “feel” or “feeling” in the blog post. The adjective following “feel” or “feeling” is matched against the “emotional lexicon”—a list of 2,178 feelings that are indexed by We Feel Fine. If the emotion is not in the lexicon, it won’t be saved. That emotion is dead to We Feel Fine. But if the emotion does match the index, the script extracts the sentence with that feeling and any other information available (this is where the gender, location, and date data are parsed).

Next there’s the actual MySQL database, which stores the following fields for each data item: the extracted sentence, the feeling, the date, time, post URL, weather, and gender, age, and location information.

Then there’s an open API server and several other client applications. And finally, we reach the front end.

Now, why have I just taken this detour into the backend of We Feel Fine?

Because, if we pay attention to the hardware and software of We Feel Fine, we’ll notice important details that might otherwise escape us. For example, I don’t know if you noticed from the examples I showed earlier, but all of the sentences in We Feel Fine are stripped of their formatting. This is because the Perl code in the backend converts all of the text to lowercase, removes any HTML tags, and eliminates any non-alphanumeric characters:

The algorithm tampers with the data. The code mediates the raw information. In doing so, We Feel Fine makes both an editorial and aesthetic statement.

In fact, once we understand some of the procedural logic of We Feel Fine, we can discover all sorts of ways that the database proves itself to be unreliable.

I’ve already mentioned that if you express a feeling that is not among the 2,178 emotions tabulated, then your feeling doesn’t count. But there’s also the tricky language misdirection the algorithm pulls off, in which the same “feeling” is interpreted by the machine to be the same, no matter how it is used in the sentence. In this way, the machine exhibits the same kind of “naïve empiricism” (using Johanna Drucker’s dismissive phrase) that some humanists do interpreting quantitative data.

And finally, consider many of the images in the Montage movement. When there are multiple images on a blog page, the crawler only grabs the biggest one—and not biggest in dimensions, but biggest in file size, because that’s easier for the algorithm to detect—and this image often ends up being the header image for the blog, rather than connected to the actual feeling itself, as in this example.

Montage Image from We Feel Fine

The star pattern happens to be a sidebar image, rather than anything associated with the actual blog post that states the feeling:

The Stars in Context

So We Feel Fine forces associations. In experimental poetry or electronic literature communities, these kinds of random associations are celebrated. The procedural creation of art, literature, or music has a long tradition.

But in a database that seeks to be a representative “almanac of human emotions”? We’re in new territory there.

But in fact, it is representative, in the sense that human emotions are fungible, ephemeral, disjunctive, and, let’s face, sometimes random.

Let me bring this full circle, by returning to the revised title of my talk. I mentioned at the beginning that I felt this low-grade but pervasive concern about digital work these past few days at STS. I’ve heard questions like Are we doing everything we can to make digital editions accessible, legible, readable, and teachable? Where are we failing, some people have wondered. Why are we failing? Or at least, Why have we not yet reached the level of success that many of the very same people at this conference were predicting ten or fifteen or, dare I say it, twenty years ago?

Maybe because we’re doing it wrong.

I want to propose that we can learn a lot from We Feel Fine as we exit out the far end of what some media scholars have called the Gutenberg Parenthesis.

What can we learn from We Feel Fine?

Four things:

  1. It’s inviting
  2. It’s paradata
  3. It’s open
  4. It’s juicy

Imagine if textual scholars built their digital editions and archives using these four principles.

Think about We Feel Fine and what makes work. Most importantly, We Feel Fine is a compelling reading experience. It’s not daunting. There’s a playful balance between interactivity and narrative coherence.

Secondly, and this goes back to my idea of paradata. Harris and Kamvar are not afraid to corrupt the source data, or to create metadata that blurs the line between metadata and not-metadata. They are not afraid to play with their sources, and for the most part, they are up front about how they’re playing with them.

This relates to the third feature of We Feel Fine that we should learn from. It’s open. Some of the source code is available. The list of emotions is available. There’s an open API, which anyone can use to build their own application on top of We Feel Fine, or more generally extract data from.

And finally, it’s juicy. I admit, this is probably not a term many textual scholars use in their research, but it’s essential for the success of We Feel Fine. The text responds to you. It’s alive in your hands, and I don’t think there’s much more we could ever ask from a text.

Bibliography

  • Drucker, Johanna. 2010. “Humanistic Approaches to the Graphical Expression of Interpretation” presented at the Hyperstudio: Digital Humanities at MIT, May 20, Cambridge, MA. http://mitworld.mit.edu/video/796.
  • Genette, Gerard. 1997. Paratexts: Thresholds of Interpretation. Cambridge: Cambridge University Press.
  • Harris, Jonathan and Sep Kamvar. 2006. Methodology. We Feel Fine. http://wefeelfine.org/methodology.html.
  • Juul, Jesper. 2009. Paragaming: Good Fun with Bad Games. The Ludologist. September 24. http://www.jesperjuul.net/ludologist/?p=732.
  • Juul, Jesper. 2010. A Casual Revolution: Reinventing Video Games and Their Players. Cambridge,  MA: MIT Press.
  • Ryan, Marie-Laure. 2001. Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media. Baltimore: Johns Hopkins University Press.
  • Sconce, Jeffrey. 1995. “‘Trashing’ the academy: taste, excess, and an emerging politics of cinematic style.” Screen 36 (4) (December 1): 371-393.
  • Shodhan, Shalin, Matt Kucic, Kyle Gray, and Kyle Gabler. 2005. How to Prototype a Game in Under 7 Days. Gamasutra. October 26. http://www.gamasutra.com/view/feature/2438/how_to_prototype_a_game_in_under_7_.php.

Followup to the Ever-Expanding Classroom Discussion

Last week I was a guest of the Davidson College Teaching Discussion Group, where I was invited to talk about my pedagogical strategies for teaching large classes. I mostly focused on how I use technology to preserve what I value most about teaching smaller classes. But many of the technique I discussed are equally applicable to any class, of any size.

For participants in the discussion group (and anyone else who is interested), I’ve rounded up a few of my ProfHacker posts, in which I describe in greater detail how I incorporate technologies like blogging and Twitter into my courses.

Blogging

Twitter

[Crowd photograph courtesy of Flickr user Michael Dornbierer / Creative Commons Licensed]

CFP: Close Playing: Literary Methods and Videogame Studies (MLA 2012, Seattle)

ArcadeA roundtable discussion of specific approaches and close playings that explore the methodological contribution of literary studies toward videogame studies. 300-word abstract and 1-page bio to Mark Sample (samplereality@gmail.com) by March 15.

All participants must be MLA members by April 7. Also note that this is a proposed special session; the MLA Program Committee will have the final say on the roundtable’s acceptance.

[Controllers photo courtesy of Flickr user Kimli / Creative Commons License]

Twittering N+7

Magentic Poetry At the risk of alienating my readers on Twitter—something I’m likely to be doing anyway—I’ve been playing an old Oulipo game with my tweets today: N+7. It’s quite simple: replace every noun in a text with the noun that follows it seven nouns later in the dictionary. The results are often nonsensical, occasionally revelatory, and always evocative.

I began by N+7ifying yesterday’s tweets in reverse chronological order (avoiding tweets with @ replies for some reason). A few tweets in, I switched over to N+7ifying my most popular tweets of the past few months, as measured by the number of retweets or replies the status update had. I’ve been doing this all day, and I’ve now got two dozen or so bizarre revisions of earlier tweets.

Why do this?

Isn’t the answer obvious?

I had nothing else to say.

You could call it boredom. Or more generously, writer’s block. Whatever you call it, this fact remains: when you have nothing left to say, artificial constraints and deterministic algorithms will give you something new to say. Boredom leads to constraints, which leads to creativity. This is the nature of play. This is the nature of language. This is the nature of meaning.

Magnetic Poetry image courtesy of Flickr user surrealmuse / Creative Commons License]

CFP: Digital Humanities Quarterly Special Issue: The Literary

This special issue of DHQ invites essays that consider the study of literature and the category of the literary to be an essential part of the digital humanities. We welcome essays that consider how digital technologies affect our understanding of the literary— its aesthetics, its history, its production and dissemination processes, and also the traditional practices we use to critically analyze it. We also seek critical reflections on the relationships between traditional literary hermeneutics and larger-scale humanities computing projects. What is the relationship between literary study and the digital humanities, and what should it be? We welcome essays that approach this topic from a wide range of critical perspectives and that focus on diverse objects of study from antiquity to the present as well as born-digital forms.

Please submit an abstract of no more than 1,000 words and a short CV to Jessica Pressman and Lisa Swanstrom at <DHQliterary@gmail.com> by Feb. 15, 2011.  We will reply by March 15, 2011 and request that full-length papers of no more than 9,000 words be submitted by *July 15, 2011*.

Post-Print Fiction Course Description (for Fall 2011)

Typewriter Covered with VegetationHere is an early, tentative course description for my Fall 2011 senior seminar for the English Honors students. I welcome comments or reading recommendations!

Post-Print Fiction (ENGL 400 Honors Seminar)

For several centuries the novel has been associated with a single material form: the bound book, made of paper and printed with ink. But what happens when storytelling diverges from the book? What happens when writers weave stories that extend beyond the printed word? What happens when fiction appears in digital form, generated from a reader’s actions or embedded in a videogame? What happens when a novel has no novelist behind it, but a crowd of authors—or no human at all, just an algorithm? We will address these questions and many more in this English Honors Seminar dedicated to post-print fiction. We will begin with two “traditional” novels that nonetheless ponder the meaning of narrative, books, and technology, and move quickly into several novels that, depending upon one’s point of view, either represent that last dying gasp of the printed book or herald a renaissance of the form. Finally, we will devote the latter part of the semester exploring electronic literature, kinetic poetry, transmedia narratives, and paranovels that both challenge and enrich our understanding of fiction in the 21st century.

Possible works to be studied include Mao II by Don DeLillo, The People of Paper by Salvador Plascencia, House of Leaves by Mark Z. Danielewski, Tree of Codes by Jonathan Safran Foer, Personal Effects: Dark Arts by J.C. Hutchins and Jordan Weisman, This Is Not a Book by Keri Smith, Braid by Jonathan Blow, The Baron by Victor Gijspers, as well as works by Deena Larsen, Nick Montfort, Mary Flanagan, Jason Nelson, Jonathan Harris, Shelley Jackson, Young-Hae Chang Heavy Industries, Stephanie Strickland, and many more.

[Typewriter photograph courtesy of Flickr user paulmorriss / Creative Commons License]

Tactical Collaborations (2011 MLA Version)

Tactical Collaboration Title[I was on a panel called “The Open Professoriat(e)” at the 2011 MLA Convention in Los Angeles, in which we focused on the dynamic between academia, social media, and the public. My talk was an abbreviated version of a post that appeared on samplereality in July. Here is the text of the talk as I delivered it at the MLA, interspersed with still images from my presentation. The original slideshow is at the end of this post. Co-panelists Amanda French and Erin Templeton have also posted their talks online.]

Rather than make an argument in the short time I have, I want to make a provocation, urging everyone here to consider the way social media can enable what I call tactical collaborations both within and outside of the professoriate.

I’ve always had trouble keeping the words tactic and strategy straight. Or, as early forms of the words appear in the OED, tactick and the curiously elongated stratagematick.

Tactick and Strategematick

This quote comes from a 17th century translation of a history of Roman emperors (circa 240 AD).

History of Roman Emperors

I love the quote and it tells me that tactics and strategy have always been associated with battle. But I still have trouble telling one from the other. I know one is, roughly speaking, short term, while the other is long range. One is the details and the other the big picture.

I’ll blame the old board game Stratego for my confusion. The placement of my flag, the movement of my scouts, that seemed tactical to me, yet the game was called Stratego.

Stratego

Even diving into the etymology of the words doesn’t help much at first: Tactic is from the ancient Greek τακτóς, meaning arranged or ordered.

TaktosWhile Strategy comes from the Greek στρατηγóς, meaning commander or general. A general is supposed to be a big-picture kind of guy, so I guess that makes sense. And I suppose the arrangement of individual elements comes close to the modern day meaning of a military tactic.

Strategy

All of this curiosity about the meaning of the word tactic began last May, when Dan Cohen and Tom Scheinfeldt at the Center for History and New Media at George Mason University announced a crowd-sourced book called Hacking the Academy. They announced it on Twitter on Friday, May 21 and by Friday, May 28, one week later, all the submissions were in. 330 submissions from nearly 200 people.

Hacking the Academy

The collection is now in the final stages of editing, with a table of contents of around 60 pieces by 40 or so different authors. It will be peer-reviewed and published by Digital Culture Books, an imprint of the University of Michigan Press. As you can imagine, the idea of crowdsourcing a scholarly book, in a week no less, generated excitement, questions, and some worthwhile skepticism.

And it was one of these critiques of Hacking the Academy that prompted my thoughts about tactical collaboration. Jennifer Howard, a senior reporter for The Chronicle of Higher Education, posed several questions that would-be hackers ought to consider during the course of hacking the academy. It was Howard’s last question that resonated most with me.

Have You Looked for Friends in the Enemy Camp?

Have you looked for friends in the enemy camp lately? Howard cautioned us that some of the same institutional forces we think we’re fighting might actually be allies when we want to be a force for change. I read Howard’s question and I immediately began rethinking what collaboration means. Instead of a commitment, it’s an expedience. Instead of strategic partners, find immediate allies. Instead of full frontal assaults, infiltrate and disseminate.

In academia we have many tactics for collaboration, but very little tactical collaboration.

And this is how I defined tactical collaboration:

Tactical Collaboration Definition

I’m reminded of de Certeau’s vision of tactics in The Practice of Everyday Life. Unlike a strategy, which operates from a secure base, a tactic, as de Certeau writes, operates “in a position of withdrawal…it is a maneuver ‘within the enemy’s field of vision’” (37).

People Running from Police

De Certeau goes on to add that a tactic “must vigilantly make use of the cracks….It poaches in them. It creates surprises in them. It can be where it is least expected” (37).

Guernica Billboard

So that’s what a tactic is. I should’ve skipped the OED and Stratego and headed straight for de Certeau. He teaches us that strategies, like institutions, depend upon dominance over space—physical as well as discursive space. But tactics rely upon momentary victories in and over time. Tactics require agility, surprise, feigned retreats as often as real retreats. They require collaborations that the more strategically-minded might otherwise discount. And social media presents the perfect landscape for these tactical collaborations to play out.

Dennis Oppenheim Artwork

Despite my being here today, I’m very skeptical of institutions and associations. We live in a world where we can’t idly hope for or rely upon institutional support or recognition. To survive and thrive, humanists must be fleet-footed, mobile, insurgent. Decentralized and nonhierarchical. We need to stop forming committees and begin creating coalitions. We need affinities over affiliations, and networks over institutes.

Dennis Oppenheim Artwork II

Tactical collaboration is crucial for any humanist seeking to open up the professoriate, any scholar seeking to poach from the institutional reserves of knowledge production, any teacher seeking to challenge the ever intensifying bureaucratization and Taylorization of learning, any contingent faculty seeking to forge success and stability out of contingency.

We need tactical collaborations, and we need them now. The strategematick may be the domain of emperors and institutions, but like the word itself, it’s quaint and outdated. Let tactics be our ruse and our practice.

Stratego Board Game Box

Bibliography

Certeau, Michel de. The Practice of Everyday Life. Berkeley: University of California Press, 1984. Print.

Herodian. Herodians of Alexandria his imperiall history of twenty Roman caesars & emperours of his time / First writ in Greek, and now converted into an heroick poem by C.B. Staplyton. London: W. Hunt, 1652. Web. 14 July 2010.

Image Credits

(1) Chase, Andy. Stratego. 2009. <http://www.flickr.com/photos/usonian/3580565990/>.

(2) ;P, Mayu. f1947661. 2008. <http://www.flickr.com/photos/mayu/4778962420/>.

(3) Unger, John T. “American Guernica: A Call for Guerilla Public Art.” <http://johntunger.typepad.com/studio/2005/10/the_guernica_pr.html>.

(4) Oppenheim, Dennis. Reading Position for Second Degree Burn. 1970. <http://www.artinfo.com/news/enlarged_image/21237/14781/>.

(5) Bauman, Frederick. Stratego Family. 2007. <http://www.flickr.com/photos/livingfrisbee/1499088800/>.

Original Slideshow

Criminal Code: The Procedural Logic of Crime in Videogames

Criminal Code[This is the text of my second talk at the 2011 MLA convention in Los Angeles, for a panel on “Close Reading the Digital.” My talk was accompanied by a Prezi “Zooming” presentation, which I have replicated here with still images (the original slideshow is at the end of this post). In 15 minutes I could only gesture toward some of the broader historical and cultural meanings that resonate outward from code—but I am pursuing this project further and I welcome your thoughts and questions.]

New media critics such as Nick Montfort and Matthew Kirschenbaum have observed that a certain “screen essentialism” pervades new media studies, in which the “digital event on the screen,” as Kirschenbaum puts it (Kirschenbaum 4), becomes the sole object of study at the expense of the underlying computer code, the hardware, the storage devices, and even the non-digital inputs and outputs that make the digital object possible in the first place. There are a number of ways to remedy this essentialism, and the approach that I want to focus on today is the close reading of code.

Micropolis on the Screen

Frederich Kittler has said that code is the only language that does what it says. But the close reading of code insists that code not only does what it says, it says things it does not do. Like any language, code operates on a literal plane—literal to the machine, that is—but it also operates on an evocative plane, rife with gaps, idiosyncrasies, and suggestive traces of its context. And the more the language emphasizes human legibility (for example, a high-level language like BASIC or Inform 7), the greater the chance that there’s some slippage in the code that is readable by the machine one way and readable by scholars and critics in another.

Today I want to close read some snippets of code from Micropolis, the open-source version of SimCity that was included on the Linux-based XO computers in the One Laptop per Child program.

SimCityBox

Designed by the legendary Will Wright, SimCity was released by Maxis in 1989 on the Commodore 64, and it was the first of many popular Sim games, such as SimAnt and SimFarm, not to mention the enduring SimCity series of games—that were ported to dozens of platforms, from DOS to the iPad. Electronic Arts owns the rights to the SimCity brand, and in 2008, EA released the source code of the original game into the wild under a GPL License—a General Public License. EA prohibited any resulting branch of the game from using the SimCity name, so the developers, led by Don Hopkins, called it Micropolis, which was in fact Wright’s original name for his city simulation.

MicropolisFrom the beginning, SimCity was criticized for presenting a naive vision of urban planning, if not an altogether egregious one. I don’t need to rehearse all those critiques here, but they boil down to what Ian Bogost calls the procedural rhetoric of the game. By procedural rhetoric, Bogost simply means the implicit or explicit argument a computer model makes. Rather than using words like a book, or images like a film, a game “makes a claim about how something works by modeling its processes” (Bogost, “The Proceduralist Style“).

In the case of SimCity, I want to explore a particularly rich site of embedded procedural rhetoric—the procedural rhetoric of crime. I’m hardly the first to think about the way SimCity or Micropolis models crime. Again, these criticisms date back to the nineties. And as recently as 2007, the legendary computer scientist Alan Kay called SimCity a “pernicious…black box,” full of assumptions and “somewhat arbitrary knowledge” that can’t be questioned or changed (Kay).

The Black Box

Kay goes on to illustrate his point using the example of crime in SimCity. SimCity, Kay notes, “gets the players to discover that the way to counter rising crime is to put in more police stations.” Of all the possible options in the real world—increasing funding for education, creating jobs, and so on—it’s the presence of the police that lowers crime in SimCity. That is the procedural rhetoric of the game.

And it doesn’t take long for players to figure it out. In fact, the original manual itself tells the player that “Police Departments lower the crime rate in the surrounding area. This in turn raises property values.”

SimCity Manual on Crime

It’s one thing for the manual to propose a relationship between crime, property values, and law enforcement, but quite another for the player to see that relationship enacted within the simulation. Players have to get a feel for it on their own as they play the game. The goal of the simulation, then, is not so much to win the game as it is to uncover what Lev Manovich calls the “hidden logic” of the game (Manovich 222). A player’s success in a simulation hinges upon discovering the algorithm underlying the game.

But, if the manual describes the model to us and players can discover it for themselves through gameplay, then what’s the value of looking at the code of the game. Why bother? What can it tell us that playing the game cannot?

Before I go any further, I want to be clear: I am not a programmer. I couldn’t code my way out of a paper bag. And this leads me to a crucial point I’d like to make today: you don’t have to be a coder to talk about code. Anybody can talk about code. Anybody can close read code. But you do need to develop some degree of what Michael Mateas has called “procedural literacy” (Mateas 1).

Let’s look at a piece of code from Micropolis and practice procedural literacy. This is a snippet from span.cpp, one of the many sub-programs called by the core Micropolis engine.

scan.cpp

It’s written in C++, one of the most common middle-level programming languages—Firefox is written in C++, for example, as well as Photoshop, and nearly every Microsoft product. By paying attention to variable names, even a non-programmer might be able to discern that this code scans the player’s city map and calculates a number of critical statistics: population density, the likelihood of fire, pollution, land value, and the function that originally interested me in Micropolis,a neighborhood’s crime rate.

This specific calculation appears in lines 413-424. We start off with the crime rate variable Z at a baseline of 128, which is not as random at it seems, being exactly half of 256, the highest 8-bit binary value available on the original SimCity platform, the 8-bit Commodore 64.

Z Variable

128 is the baseline and the crime rate either goes up or down from there. The land value variable is subtracted from Z, and then the population density is added to Z:

Z and PopulationWhile the number of police stations lowers Z.Z and Police Stations

It’s just as the manual said: crime is a function of population density, land value, and police stations, and a strict function at that. But the code makes visible nuances that are absent from the manual’s pithy description of crime rates. For example, land that has no value—land that hasn’t been built upon or utilized in your city—has no crime rate. This shows up in lines 433-434:

Crime Rate Zero

Also, because of this strict algorithm, there is no chance of a neighborhood existing outside of this model. The algorithm is, in Jeremy Douglass’s words when he saw this code, “absolutely deterministic.” A populous neighborhood with little police presence can never be crime free. Land value is likewise reduced to set formula, seen in this equation in lines 264-271:

Land Value in Micropolis

Essentially these lines tell us that land value is a function of the property’s distance from the city center, the type of terrain, the nearby pollution, and the crime rate. Again, though, players will likely discover this for themselves, even if they don’t read the manual, which spells out the formula, explicitly telling us that “the land value of an area is based on terrain, accessibility, pollution, and distance to downtown.”

Land Value in SimCity

So there’s an interesting puzzle I’m trying to get at here. How does looking at the code teach us something new? If the manual describes the process, and the game enacts it, what does exploring the code do?

I think back to Sherry Turkle’s now classic work, Life on the Screen, about the relationship between identity formation and what we would now call social media. Turkle spends a great deal of time talking about what she calls, in a Baudrillardian fashion, the “seduction of the simulation.” And by simulations Turkle has in mind exactly what I’m talking about here, the Maxis games like SimCity, SimLife, and SimAnt that were so popular 15 years ago.

Turkle suggests that players can, on the one hand, surrender themselves totally to the simulation, openly accepting whatever processes are modeled within. On the other hand, players can reject the simulation entirely—what Turkle calls “simulation denial.” These are stark opposites, and our reaction to simulations obviously need not be entirely one or the other.

SurrenderReject

There’s a third alternative Turkle proposes: understanding the simulation, exploring its assumptions, both procedural and cultural (Turkle 71-72).

Understand the Simulation

I’d argue that the close reading of code adds a fourth possibility, a fourth response to a simulation. Instead of surrendering to it, or rejecting it, or understanding it, we can deconstruct it. Take it apart. Open up the black box. See all the pieces and how they fit together. Even tweak the code ourselves and recompile it with our own algorithms inside.

Seeing the Parts of the Simulation

When we crack open the code like this, we may well find surprises that playing the game or reading the manual will not tell us. Remember, code does what it says, but it also says things it does not do. Let’s consider the code for a file called disasters.cpp. Anyone with a passing familiarity with SimCity might be able to guess what a file called disasters.cpp does. It’s the routine that determines which random disasters will strike your city. The entire 408 line routine is worth looking at, but what I’ll draw your attention to is the section that begins at line 109, where the probability of the different possible disasters appears:

disasters.cpp

In the midst of rather generic biblical disasters (you see here there’s a 22% chance of a fire, and a 22% chance of a flood), there is a startling excision of code, the trace of which is only visible in the programmer’s comments. In the original SimCity there was a 1 out of 9 chance that an airplane would crash into the city. After 9/11 this disaster was removed from the code at the request Electronic Arts.

Disasters Closeup

Playing Micropolis, say perhaps as one of the children in the OLPC program, this erasure is something we’d never notice. And we’d never notice because the machine doesn’t notice—it stands outside the procedural rhetoric of the game. It’s only visible when we read the code. And then, it pops, even to non-programmers. We could raise any number of questions about this decision to elide 9/11. There are questions, for example, about the way the code is commented. None of the other disasters have any kind of contextual, historically-rooted comments, the effect of which is that the other disasters are naturalized—even the human-made disasters like Godzilla-like monster that terrorizes an over-polluted city.

There are questions about the relationship between simulation, disaster, and history that call to mind Don DeLillo’s White Noise, where one character tells another, “The more we rehearse disaster, the safer we’ll be from the real thing…..There is no substitute for a planned simulation” (196).

And finally there are questions about corporate influence and censorship—was EA’s request to remove the airplane crash really a request, or more of a condition? How does this relate to EA’s more recent decision in October of 2010 to remove the Taliban from its most recent version of Medal of Honor? If you don’t know, a controversy erupted last fall when word leaked out that Medal of Honor players would be able to assume the role of the Taliban in the multiplayer game. After weeks of holding out, EA ended up changing all references to the Taliban to the unimaginative “Opposing Force.” So at least twice, EA, and by proxy, the videogame industry in general, has erased history, making it more palatable, or as a cynic might see it, more marketable.

I want to close by circling back to Michael Mateas’s idea of procedural literacy. My commitment to critical code studies is ultimately pedagogical as much as it is methodological. I’m interested in how we can teach everyday people, and in particular, nonprogramming undergraduate students, procedural literacy. I think these pieces of code from Micropolis make excellent material for novices, and in fact, I do have my videogame studies students dig around in this source code. Most of them have never programmed, let alone in C++, so I give them some prompts to get them started.

Prompts for Students

And for you today, here in the audience, I have similar questions, about the snippets of code that I showed, but also questions more generally about close reading digital objects. What other approaches are worth taking? What other games, simulations, or applications have the source available for study, and what might you want to look at with those programs? And finally, what are the limits of reading code from a humanist perspective?

Bibliography

Bogost, Ian. “Persuasive Games: The Proceduralist Style.” Gamasutra 21 Jan 2009. Web. 1 Feb 2009. <http://www.gamasutra.com/view/feature/3909/persuasive_games_the_.php?print=1>.

DeLillo, Don. White Noise. Penguin, 1985. Print.

Kay, Alan. “Discussion with Alan Kay about Visual Programming.” Don Hopkins 16 Nov 2007. Web. 30 Dec 2010. <http://www.donhopkins.com/drupal/node/140>.

Kirschenbaum, Matthew. Mechanisms: New Media and the Forensic Imagination. Cambridge Mass.: MIT Press, 2008. Print.

Manovich, Lev. The Language of New Media. Cambridge: MIT Press, 2001. Print.

Mateas, Michael. “Procedural Literacy: Educating the New Media Practitioner.” Beyond Fun. 2008. 67–83. Print.

Montfort, Nick. “Continuous Paper: The Early Materiality and Workings of Electronic Literature.” Philadelphia, PA, 2004. <http: //nickm.com/writing/essays/continuous_paper_mla.html>.

Turkle, Sherry. Life on the Screen: Identity in the Age of the Internet. New York: Simon & Schuster, 1995. Print.

Image Credits

(1) Greco, Roberto. SimCity. 2008. Web. 4 Jan 2011. <http://www.flickr.com/photos/robertogreco/2380137251/>.

(2) Wright, Will. SimCity. Maxis, 1989. Manual.

(3) Goldberg, Ken, and Bob Farzin. Dislocation of Intimacy. 1998. San Jose Museum of Art. Web. 14 Jan 2011. <http://goldberg.berkeley.edu/art/doi.html>.

All other images created by the author.

Original Presentation